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  • Published 26 Nov 2023

Edit mode needs "Pivot around Object's pivot"

Small but crucial update, that would save tons of time. Working in the scene with multiple objects (especially during the blocking stage) most of the objects ALWAYS have a specific center from which you'd prefer to scale, transform, and rotate the vertices. For each object, it would be their own pivot point.

But each time we select a new object we need to reassign 3D cursor to its pivot, to then reassign 3D cursor to another pivot to then reassign 3D cursor to the world to create a new object in the 0;0 of the scene. Not to mention that while working in Edit mode, when we need to change the pivot, instead of switching pivots inside edit mode we have to exit Edit mode, reassign 3D coursor, enter Edit mode back and only then you will be able to switch from "active point" to the object's pivot.

Such a pipeline forces too many additional movements and it is not optimal. Would be really nice to simply add "Object's pivot" to the list in Edit mode.

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Development Status: Open

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3DBear
26 Nov 2023

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